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Messages - halloween20

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1
General Discussion / Re: Weird station loadouts.
« on: June 26, 2021, 06:51:37 AM »
Your stations arm themselves using the weapons you have blueprints for, and the player only starts with mining lasers and blasters for energy weapons.

If you get some new weapon blueprints and prioritize them, your station will refit it's weapons accordingly.

uhm...
is there any way of knowing what they have fit until you join a battle with them?

2
a little crop for the pics would be nice ;)

3
General Discussion / Re: I feel the need
« on: June 01, 2021, 12:07:36 PM »
good to know...

Spoiler
[close]

4
General Discussion / Re: I feel the need
« on: June 01, 2021, 10:52:59 AM »
i would like to insert a meme depicting neil degrasse tyson with his "NYOOOM" moment
but i don't know if that is allowed  :P


does it still have a good maneuverability or do you shoot like in hope to not hit something

5
if i am not wrong, you have some modules that seem to be from one of these, to me unknown, ships that tends to not "die easely"...

6
Hi,

i hijack this thread as my problems with the Remnants are similar to the OP.
(and the later posts here derailed a little)

via an bar mission i got this Ordo Fleet to kill (it is implemented via a mod, but other sources in this forum said that this composition is fairly 'normal')
yay... alpha cores...
[close]

so i just tried it... for 30 times at least...
my fleet contains my flag XIV Legion, Paragon (lvl5 officer with fitting skills), Radiant (alpha core), 2 Astrals (one as bomber one as fighter, only one officer that jumps ships prior to a fight if needed) and some more smaller ships i found here and there (low to hightech destroyer + cruisers).
All in all i have 10 Officers at max level, one at lvl6 by chance...
as the game gives 'outstanding officers' a high wight in DP counting i only have 120 DP, this limites me extremly while the ordo fleet can nearly bring all ships (it tends to held back one Radiant).

my higest "kill count" were 3-4 lumen/glimmer. mostly because they are the first to reach my ships...

7
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 01, 2021, 06:04:54 AM »
Small question.
How far away is the ship patch release?

I've stalked followed Alex's comments on the forum and, judging by ones like this one
Thank you! And, yeah, for the next update - 0.95.1a, which is basically a huge tweaks, polish, fixes, etc pass over the current version.
Suggests there's a pretty solid patch-note written already. It should not be long. Then again we might want to not ask him too much or the legends may very well be true and he purposefully delays Patch Day for another 24 hours every time he's asked when the new update releases  :P

he might have a bot runing searching new posts for specific used words/word combination to automaticaly add 24h

8
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: June 01, 2021, 06:02:26 AM »
i don't have that mod installed...
got the mission from an ai found in one bar on a planet...

and yeah i searched the forum (and even reddit)
most i found was pre 0.95
but will see if i can hop on some newer threads about that...

9
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 31, 2021, 06:34:51 PM »
as i was "happy" to find the genesis station (it is part of this mod?)

Spoiler
[close]

is this a normal ordo fleet or special made for this?
i save-scummed this now for uhm 30 times, i skiped it now and will probably never come back...
as i can only bring a max of 2 capitals with literal no support (paragon + remnant cap) (max DP i got was a whooping 124, as the brilliance of 13 lvl 8 ai officers is by far better then my 10 lvl5 ...)
this is quiet impossible to beat.

10
Pseudo historical mission "Operation Tango" is now available! Try it out. (Contains campaign spoiler)

uhm... first of all, edit the pic in the spoiler. the size is to big to be shown her...

and can we have a info on the new core ?

11
General Discussion / Re: Rate my Legion, other ideas
« on: May 30, 2021, 04:47:06 PM »
so you are basicaly playing as a "mobil PD platform" ?!

12
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 30, 2021, 04:43:41 PM »
uhm... ok
the first expedition was Tri-Tachyon and was killed by my patrols
the second one from persean league was catched by me...

was buged me is that, despite what was written in the encounter text, killing them droped my reputation with the faction...

13
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 30, 2021, 04:04:01 PM »
uhm

I am new and feeling a little dumb right now
was it changed that every fleet from any faction coming to my colony i have to pay a skill point (+20k credits) to bribe them?
i read some threads where the costs for this was only mentioned with 100k credits.
in the patch notes i only find this change for the hegemoni AI inspection. but i have the same price for fending off the jealous factions as well...

14
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 30, 2021, 01:03:13 PM »
after two days of searching in the forum for infos on this and that, i finally found the new blog ... lol  :o ::)

the change to the vanguard sounds nice.
but as someone already pointed out the possible problem in using "a lot" of Vanguard to alpha away a lot of ships i thought about a "little" Countermeasure  to this...
why not give a replacement penalty by using that ability. not the normal penalty for loosing the drone and replacing it what gradualy reduces the replacement rate, but a straight -x% the moment the drone explods, or the skill is used to "arm" the bomb...
this will allow for an alpha strike right at the first encounter with enemies, but the repeatable usage of it will dwindle in the heat of the fight where the drones get shot down more frequently.

next to the change of the BD System.
first of all i like the idea to cancel it somewhere allong its duration. as a new player i am still hiting F instead of V sometimes ...  :-X :o
i think the moment the duration is canceled, the CD will start befor i could reuse it?!
what i would like is a "steady refill" approach. that would enable the skill to be "switched on and off" every time. but from zero to full it would still take as long as it takes now. it still prevends ship to permanently use it as the ship has to gain speed to make use of it, fast on/off shouldn't be a problem.
the overall activation time should be the same.

15
    Due to how the A.I. works, enemy fleets that intercept you usually won't pursue you unless they know you are an enemy.[/li][/list]

    uhm... what about being inside a system with turned off transponder...
    i know that wont solve the problem in hyperspace but inside a system "finding" you with turned off transponder will trigger them to chase you?!

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